Mod Debugging: Plz Halp

Post » Tue Jan 26, 2016 5:42 pm

So I've been having some long-term bugs in my mod creation so far, and I've browsed about and created threads in other forums, and I've yet to find a solution for these three problems. Any help at all would be much appreciated.


2: Weather and sky ignoring my conditions. ------------------ The sky of two custom worldspaces is stuck on immovable grey clouds, despite my creating regions/setting weather data to different types of sky.

---I've created two worldspaces. Worldspace A shares a region/weather type with Tamriel, and has its own climate. Worldspace B is the important one, has its own weather and climate data set up and tied to regions. However, in-game the sky is covered by immovable grey stormclouds. This isn't TOO big a deal, but it does ruin some of the immersion in the mod.

3: Forcegreet is ignoring conditions ------------------ Once a quest stage is reached, a NPC will initiate conversation with the player. After the initial forcegreet dialogue, the quest stage changes, and the force greet package condition is set to only work on the first of the two stages. Yet, despite the stage change, the NPC still keeps attempting to forcegreet the player.

---- I tried to set up a script that has the NPC re-check it's package status after the initial forcegreet, however the NPC still attempts to force a greeting with the player, despite the quest stage changing and the forcegreet conditions no longer being met.

4: Quest Scene not Starting. --------------------I've created a scene, set the property scene to the quest, triple checked the spelling and packages an whatnot, all of the scripts appear to be working flawlessly... and yet the scene never actually starts.

--- I've tossed in some debug notifications. The quest scene actually IS starting, and the first phase of the scene starts, however the first action of the first scene does not start. The first action of the first phase of the scene has an NPC running to within 100 units of a marker, and all conditions ought to be met by the action (aka the NPC is the proper actor, and the quest stage is the proper stage). There is also a functional navmesh in the area, despite this I am not sure why the action isn't starting.


Any help would be much appreciated.
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ezra
 
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Joined: Sun Aug 12, 2007 6:40 pm

Post » Tue Jan 26, 2016 6:57 pm

Update: I have resolved the scene not initiating bug: the alias condition was not being properly filled. I have resolved that issue. However, now the new problem that I have is that after the second phase of the scene, the scene continues on to its end, but the actor in question is not fulfilling his actions.



In the scene, the actor in question is leading the player to a place. The scene actions are broken up into a number of movements, each "phase" telling the actor to move to a marker.



The three conditions for each movement are 1: The quest must be in the correct stage, 2: the move-er must be a certain actor, and 3: I check the "GetDistance" between the player and the actor, and the actor will only move on to the next marker if the player is within 100 units of the actor (to keep the actor from getting to far ahead).



The path the actor leads the player down has "xMarkerHeading" copied and pasted along its route, which each movement phase corresponding to a different copy of the xMarkerHeading.



The first phase works properly, moving the Actor to the first marker. The second phase is a ForceGreet, cautioning the player to keep close. The third phase should have the actor moving to the second marker along the route.



Debug notifications set at the beginning and ends of each phase tell me that the scene phases are being begun, and completed in proper sequence. However, each quest phase is set to only "complete" when the action is completed- and the actor in question is not properly travelling between markers.


Anyone have any suggestions?

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Ian White
 
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